//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "te_particlesystem.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud //----------------------------------------------------------------------------- // Purpose: Dispatches explosion tempentity //----------------------------------------------------------------------------- class CTEExplosion : public CTEParticleSystem { public: DECLARE_CLASS( CTEExplosion, CTEParticleSystem ); DECLARE_SERVERCLASS(); CTEExplosion( const char *name ); virtual ~CTEExplosion( void ); virtual void Test( const Vector& current_origin, const QAngle& current_angles ); public: CNetworkVar( int, m_nModelIndex ); CNetworkVar( float, m_fScale ); CNetworkVar( int, m_nFrameRate ); CNetworkVar( int, m_nFlags ); CNetworkVector( m_vecNormal ); CNetworkVar( unsigned char, m_chMaterialType ); CNetworkVar( int, m_nRadius ); CNetworkVar( int, m_nMagnitude ); }; //----------------------------------------------------------------------------- // Purpose: // Input : *name - //----------------------------------------------------------------------------- CTEExplosion::CTEExplosion( const char *name ) : BaseClass( name ) { m_nModelIndex = 0; m_fScale = 0; m_nFrameRate = 0; m_nFlags = 0; m_vecNormal.Init(); m_chMaterialType = 'C'; m_nRadius = 0; m_nMagnitude = 0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTEExplosion::~CTEExplosion( void ) { } //----------------------------------------------------------------------------- // Purpose: // Input : *current_origin - // *current_angles - //----------------------------------------------------------------------------- void CTEExplosion::Test( const Vector& current_origin, const QAngle& current_angles ) { // Fill in data m_nModelIndex = g_sModelIndexFireball; m_fScale = 0.5; m_nFrameRate = 15; m_nFlags = TE_EXPLFLAG_NONE; m_vecOrigin = current_origin; Vector forward; m_vecOrigin.GetForModify()[2] += 24; AngleVectors( current_angles, &forward ); forward[2] = 0.0; VectorNormalize( forward ); m_vecOrigin += forward * 50; CBroadcastRecipientFilter filter; Create( filter, 0.0 ); } IMPLEMENT_SERVERCLASS_ST(CTEExplosion, DT_TEExplosion) SendPropModelIndex( SENDINFO(m_nModelIndex) ), SendPropFloat( SENDINFO(m_fScale ), 9, 0, 0.0, 51.2 ), SendPropInt( SENDINFO(m_nFrameRate), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nFlags), 8, SPROP_UNSIGNED ), SendPropVector( SENDINFO(m_vecNormal), -1, SPROP_COORD), SendPropInt( SENDINFO(m_chMaterialType), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nRadius), 32, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nMagnitude), 32, SPROP_UNSIGNED ), END_SEND_TABLE() // Singleton to fire TEExplosion objects static CTEExplosion g_TEExplosion( "Explosion" ); void TE_Explosion( IRecipientFilter& filter, float delay, const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal, unsigned char materialType ) { g_TEExplosion.m_vecOrigin = *pos; g_TEExplosion.m_nModelIndex = modelindex; g_TEExplosion.m_fScale = scale; g_TEExplosion.m_nFrameRate = framerate; g_TEExplosion.m_nFlags = flags; g_TEExplosion.m_nRadius = radius; g_TEExplosion.m_nMagnitude = magnitude; if ( normal ) g_TEExplosion.m_vecNormal = *normal; else g_TEExplosion.m_vecNormal = Vector(0,0,1); g_TEExplosion.m_chMaterialType = materialType; // Send it over the wire g_TEExplosion.Create( filter, delay ); }